Termer använda i Starcraft 2
För de som kan tänkas vara intresserade av termer folk använder inom spelet (är ju inte alltid så lätt att känna till dessa från början) finns ett litet uppslagsverk här.
Starcraft Dictionary - StarCraft 2 - GameReplays.org
Klippt från länken (engelska):
"The staff here at Gamereplays have compiled a word definition and abbreviations dictionary for a variety of terms in the Starcraft Universe. If you ever wondered what it means when someone says nat or another talks about a 4-pool this is the place to find the definitions. If you are looking for a word that is not listed here, or if you know a word that we do not have listed be sure and notify our staff, and we will add it to the dictionary.
3/3 - Fully upgraded, as in 3 Attack upgrades/3 defense upgrades. Similarly, 1/1, 2/2, or even 3/3/3 for Protoss.
All-In - An all-or-nothing strategy, where the player either wins off the play or fails it and falls far behind in the game. All-in rushes can include builds such as 4/5 Pool Zerg rush or a Terran MnM/Bunker/SCV rush.
Build Order - The sequence of building in the early game, this is the opening "instructions". Build orders are usually documented by Supply count + Building unit, so "9 Pool" would mean Spawning Pool at 9 Drones, 12 Hatch 11 Pool means a Hatchery at 12/18, and then a Spawning Pool at 11/18.
Cannon Rush - Going fast Forge, building a Pylon within range of your opponent's main or natural minerals and then warping Cannons inside the opponent's base (usually behind the mineral lines). This is commonly accompanied by more blocking Pylons so that enemy units can't get to the Cannons easily.
Cheese - An unconventional and unexpected strategy that is usually risky, but hopes to win by an element of surprise. It's "cheesy" as the player chooses not to play a standard game and opts to push the game in another direction. Cheese can be but does not need to be all-in, although failing a cheese opening usually puts the player behind in terms of economy. A common example of cheese would be various proxy builds.
Cliffing - dropping tanks on a cliff to attack the enemy from above, mainly their base.
Contain - Keeping the opponent pinned down in an area of the map and unable to expand to other locations, while the container is free to expand and take map control. To get out of a 'contain' is to "break" a 'contain.'
Doom Drop - Dropping a large number of units in the opponent's base.
Drop - To use the Dropship, Shuttle or Overlord to air-drop units.
DT Wall - Using one or several Dark Templar to hold position on a choke point, denying the enemy entry until he can bring detection
En Taro *insert name here* - In Honor of *Insert name here*. This term is widely used by Protoss to address their most revered heroes within the Protoss race, two of the important Protoss characters that was widely revered by the Protoss race was Adun and Tassadar. Thus this is why many Protoss people widely use the term "En Taro Adun/Tassadar" when they address to the player.
Expand - To take another resource node outside of your main base. Can be shortened to "expo". The nearest expansion site to your main base is often referred to as the "natural" or "nat" expansion, while expansions with no gas geysers are known as "mineral only" expansions. A "fast expand" is to sacrifice tech speed and early unit count for a stronger economy in the long run, and is commonly used in certain match-ups while very risky in others.
Gas the Opponent - To "gas" the opponent is to build your Assimilator/Refinery/Extractor over the opponent base's geyser so that he cannot get early gas. Protoss Probes are best equipped to do this. By gassing an opponent, you deny him tech and usually force him to play a different game from the conventional. Usually, a very fast scouting worker must be sent to be able to gas the opponent before he starts his own gas building. Depending on the situation, the player may choose to cancel the gas building or let it finish to delay the opponent further, but lose the minerals.
GG - An abbreviation that means good game. Said at the end of a game as a sign of good sportsmanship.
Hidden Tech - Protoss and Terran can hide their tech choices by making tech buildings in obscure and usually un-scouted areas in order to surprise the enemy. Zerg has a much harder time doing this as their creep limits their build space.
Manner Pylon - Trapping/slowing enemy workers by placing a Pylon in the enemy mineral line
Maynard / Expo Transfer - To "maynard" is to move your workers from a saturated mining site to a newly constructed one, so that the new expansion can start working right away (as only one worker can mine from one mineral patch anyway, it's not beneficial to have too many workers at one mining site either).
Mutaling - A mid-game unit combination harassing with Mutalisks in the air and Zerglings on the ground.
nat - Natural, the expansion closest to your starting position. It is generally very easy to defend and allows for Fast Expansion's.
Nuke - A term on preparing a nuke missile at the Missile silo add-on at the command center and training a Ghost along with the cloak upgrade. Nukes are generally used either as a Harass weapon or a terror weapon against enemies since launching a nuke usually distract the player's attention to look for the red dot around the map and kill the ghost that works as a spotter on where the nuke will land.
Proxy - Short for proximity, this means you sneak a structure near the opponent's base and out of sight in an attempt to surprise him with something he will not expect you to have, or to apply heavy pressure early by shortening unit travel time to the opponent's base.
Push - To "push out" and gain ground with your units, usually with the aim of containing your opponent.
Pylon wall - Another variation of the wall-in that can be executed since Pylons are easily laid down anywhere. Many Pylons are warped in to block-off a choke, usually that of a new expansion so raids such as Vulture raids will be slowed down buying time for your army to defend the expansion.
Rush - A commonly-used but loosely defined term, rushes can mean either making an unusually early attack, or to rush to a high-tech unit in order to gain an advantage. Examples of the first could include builds like 9 Pool Speedlings rush, a proxy Gateway/Barracks rush, or even an SCV/Bunker/MnM rush while examples of the second could include a Dark Templar rush or a Carrier rush. Rushes do not need to be all-in, but usually puts the player at some kind of risk as a failed early rush puts the player behind in economy while a tech rush that gets spotted can be easily pressured.
Scout - Commonly used to mean scouting the opponent for information on his tech choices, unit count, expansion count, and position of army. Effective scouting allows for the player to make accurate decisions to counter the opponent's gameplay, and is a key component of any high-level game.
Split - The act of sending all four of your starting workers to four different mineral patches. A fast and good split brings in the resources quicker in the early game.
Slow Drop - Researching drop tech before Overlord speed, and surprising the opponent with a much earlier-than-usual drop into his main. Best done in certain map positions, and somewhat risky if spotted.
Speedling Rush - An early attack with speedlings to hurt the opponent's economy. This is either through a very early pool + gas to get a group of speedlings at fast as possible at the cost of economy, relying on ling micro to disrupt the opponent. Alternatively, one could 3 hatch and pump lings to attack later with a large force of speedlings, once again at the cost of mid-game economy but less so than a 9 pool.
Storm Drop - Dropping High Templars on enemy supply lines and using Psionic Storm to wipe out groups of workers.
Temple - Usually refers as the 'Lost Temple' map made by Blizzard, it is still one of the most popular ladder map played by SC players.
Ultraling - A late game unit combination involving fully upgraded Ultralisks along with Cracklings. Ultralisks soak up damage and cause havoc, while Zerglings deal their insanely efficient DPS under Ultralisk cover.
Wall-In - Generally means to block off a choke point or a ramp with buildings to slow ground forces and scouts from breaking through. Terran is well-equipped to do this by blocking the choke/ramp with a combination of Supply Depots/Barracks to stop the scout, and then simply lifting off the Barracks and opening the way when the wall-in is no longer needed. To "wall-in" something can also mean to intentionally place buildings to block unit movement, either offensively to prevent reinforcements, or even accidentally when poor building placement leads to your own units being stuck and "walled in."
Zealot Rush -Another popular rush attempted by Protoss players. It starts with a fast gateway and begins production of early zealots and sending them towards enemy bases, usually the common focus on zealot rushes are worker kill attempt such as SCV/Probes/Drones.
Zergling Rush - a popular rush attempt by Zerg race with going for a fast spawning pool and a 2nd Hatchery and attempts on overwhelm a enemy with zerglings in masses, very common in attempts on killing worker units such as SCV/Probes/Drones.
Abbreviations
200/200 - Maxed supply cap.
BCs - Battlecruisers
cannon - Photon Cannon
car - carrier
CC - command center
chobo - noob
core - Cybernetics Core
Crackling - Zergling with anabolic upgrade (Speed/Attack).
den - Hydralisk Den
DPS- damage per second
DT - Dark Templar
evo - Evolution Chamber
fac - factory
FE - fast expansion (build a second CC very early)
gate - Gateway
gosu - pro
hat/hatch - Hatchery
HT/temp - High Templar
hydra - Hydralisk
ling - Zergling
Lots - Zealots
LT - Lost Temple
MC - mind control
mm - marines and medics
MnMs - Infantry&Medievacs
muta - Mutalisk
obs - observe/Observer
OL/ovy/Ovies - Overlords
pool - Spawning Pool
port - starport
robo - Robotics Facility
speedling - Zergling with speed upgrade
speedlot - zealot with leg upgrade
spore - Spore Colony
Stim - Stim Picks
storm - Psionic Storm
stormer - high templar
ultra - Ultralisk
Ultraling - zerglings and ultralisks
UMS - Use Map Settings
Z - Zealot
zeal - Zealot
Zcenicxs lista:
"AoE/Splash: Attacker som skadar flera enheter i ett område eller i följd, mycket effektiva mot många enheter i en ball/stack men svag mot enstaka.
Ball/Stack: En hord av enheter som är tätt packad, mycket defensiv men sårbar för AoE-attacker. Ball används om markenheter, Stack om flygande.
Capped: 200/200 supply eller mycket nära, när du helt enkelt inte FÅR bygga mer.
Counter: Att attackera direkt efter en fiendeattack, för att ta vara på fiendens numera antagligen kraftigt försvagade arme.
DFA: Förkortning för Death From Above, att ha enheter med lång räckvidd på high ground som motståndaren inte kan se utan fliers eller scans. Extremt vanlig Terran-strategi med Siege Tanks.
Fortress-drop: Att som Terran bygga ett Command Center, droppa det i motståndarens bas och morpha det till ett Planetary Fortress så snart som möjligt. Kan laddas med 5 SCV's för repairs.
Hard Counter: En enhet som är specifikt gjord för att bekämpa en annan sorts enhet, exempelvis Marine/Hydra vs Void Ray, Stalker/Hydra vs Viking, Viking/Corruptor vs Colossus, och så vidare.
HY: High Yield, refererar till guld-mineralerna på kartan.
Jumping/Bungy-: Vikings som hoppar upp och ner från assault till flyer mode, oftast en strategi som funkar bäst mot Zerg, för att 1) döda drones på marken och 2) döda Overlords.
Lock: När du av någon anledning inte kan producera på grund av resursbrist. Tre varianter: Foodlock/Supplylock innebär att du nått eller gått förbi cap, minerallock innebär att du har slut på minerals, och vice versa för gaslock.
Macro: Ekonomiska delen, att samla resurser, forska uppgraderingar och bygga både bas och enheter, speciellt genom att styra flera byggnader samtidigt eller att ge flera order i följd.
Micro: Militära delen, att detaljstyra sina enheter för bästa resultat.
Microphobe: En person som ignorerar Micro helt och hållet, utan bara kör attack-move.
Microphile: En person som detaljstyr allt, vilket ofta leder till att han hamnar efter i macro.
OLH: Overlord Hunting, används när Terran bygger Vikings eller Protoss bygger Phoenix för att plocka ner Zerg's Overlords och orsaka en supply lock. Zerg-Zerg kan göra det via Corruptors, men tar mycket längre tid.
OOP: Out of Position, när enheter antingen är oskyddade (Siege Tanks utan AA, exempelvis) eller blir attackerade ur "fel vinkel", exempelvis bakifrån för att slå ut långsammare enheter.
Spoon-feeding/Spooning: När en spelare i 2v2 (oftast Terran) bara kör Macro, massexpanderar med Mules och "matar" sin medspelare (oftast Protoss, funkar bäst) med mineraler och gas.
Turtle: Väldigt defensiv spelare, speciellt Terrans inmurade bakom Siege Tanks och Missile Turrets eller Protoss med väggar av cannons. "
Skyflyer: "Du kan även prova att blunda med ena ögat. Då krävs bara halva bandbredden av grafikkortet"
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